Article II : Scheduling And Game Night Procedures Section One : Weekly Scheduling and Restrictions -- : 1.1 : Availability -- : 1.2 : Right to be Scheduled -- : 1.3 : Right to Play -- : 1.4 : Weekly Lines -- : 1.5 : Restrictions and Exemptions Section Two : Scheduling Process -- : 2.1 : NHL and AHL Schedule -- : 2.2 : Game Times -- : 2.3 : Holiday Game Schedule Section Three : Game Night Procedures -- : 3.1 : Game Night Session Set Up -- : 3.2 : Game Night Timeline -- : 3.3 : Additional Time -- : 3.4 : Hosting -- : 3.5 : Inputting Stats -- : 3.5.1. Responsibility -- : 3.5.2 : Deadline -- : 3.5.3 : Inputting Options -- : 3.5.4 : Required Stats and Pictures -- : 3.5.5 : Forfeit Games Stats -- : 3.5.6 : Computer Stats -- : 3.5.7 : Lag Out Stats -- : 3.5.8 : Player Replaced Mid Game Section Four : Disconnection Procedures -- : 4.1 : A Player Loses Connection -- : 4.1.1 : Player Loses Connection Prior to the Game's Start -- : 4.1.2 : Player Loses Connection On the Opening Face Off -- : 4.1.3 : Player Loses Connection During a Game -- : 4.1.4 : Unable to Return -- : 4.2 : Goalie or Multiple Player Disconnections -- : 4.2.1. : Goalie Disconnections -- : 4.2.2 : Multiple Player Disconnections -- : 4.3 : Restitution Penalties -- : 4.4 : Coincidental Penalties -- : 4.5 : Restarting Process -- : 4.6 : Additional Information Section Five : Replays, Reschedules, and Forfeits -- : 5.1 : Replays -- : 5.2 : Reschedules -- : 5.2.1 Reschedule Restrictions -- : 5.3 : Forfeits -- : 5.3.1 : Forfeit Procedures -- : 5.3.2 : Forfeit Restrictions -- : 5.3.3 : Gentlemen's Agreement Section Six : Tie Breakers Section One : Weekly Scheduling Procedures and Restrictions 1.1 : Availability Players are required to post their availability each week in the generated thread. Player must give a minimum of four games availability each week to maintain their "right to play", and "right to be scheduled". This is required so that managers have adequate options when creating the weekly schedule. Availability MUST be submitted on the website, no later than 11:59 PM EST the Saturday prior to the week of play in which a player is giving his or her availability for. Failure to do so, can also result in a player scheduled for games not based on the player's availability. Best Practice Suggestion (Players): Submit availability on the website to protect yourself from false removal requests. Best Practice Suggestion (Managers/Owners): Encourage your Players to use the website. It is part of your responsibility to ensure your Players are educated on website rules and regulations. 1.2 : Right to be Scheduled Players must be scheduled for a minimum of three games per week. The only exception is during the playoffs in a best of seven series. In situations where players submit no availability, or less than four games a week availability, or submits availability later than the weekly deadline of Saturday at 11:59 PM, the player is forfeiting their right to be scheduled. Therefore if the player is scheduled for a game they are not available for no judicial punishment will be issued to the manager in charge of scheduling. 1.3 : Right to Play Players can ONLY play a maximum of three games a week. If a player gives less than the required availability, the player forfeits their right to play three games a week. Therefore the team's manager will not face judicial punishment for the player not playing three games in a week. Goalies must be played a minimum of three games a week and up to a maximum of six games a week. Goalies whom fail to give the required availability forfeit their right to play. Therefore if a goalie players less than the required games(three) in a week, the team's manager(s) will not face judicial punishment due to the poor availability issue. This "right to play" clause only applies to players whom give the minimum amount of availability. Being in a forfeit(win or loss) results in one of the three games a week a player is scheduled for. Players listed in a forfeit are ineligible to be removed from the forfeit to be given an additional game. These will not show on a player's skater card. Exemptions listed in 1.5 of Article Two. 1.4 : Weekly Lines Managers are required to submit the lines on a weekly basis. Lines are due by Sunday at 8 PM est. Weekly lines that are required by the deadline are the ENTIRE allotment of games on your schedule from Sunday to Wednesday. Best Practice Suggestion (Players) : Post your availability as soon as you can to help your Managers create their lines on time. Best Practice Suggestion (Managers) : Make sure your lines are submitted on time to avoid any violations being filed on your team. 1.5 : Restrictions and Exemptions All line ups are locked at official game time! Roster subs (swapping one player for another) of ECU (use of an affiliate player) are ONLY options if a game is official played! All roster subs and or ECUs must be changed within said line up, at the completion of the game. In the situation where a game results in a forfeit, the line up listed at the "official game time" is locked into said game regardless of possible pending adjustments. A Player or goalie who is scheduled for a game that results in a forfeit is not eligible to be scheduled for a new game. When a game results in a forfeit, Players that were in the lineup for that game are not eligible to play in another game. Therefore in this situation, Players may end up not playing their required three games a week. The deadline for a forfeit line up to lock is the official game time. Therefore any skaters listed in the line at the official game time, are ineligible to be subbed out, or ECU'd if the game results in a forfeit. A player who is ECU'd for a game, is still eligible to play three games in a single week. A Player or goalie who submits less than the minimum required availability forfeit their ability to file complaints on their Managers for not scheduling them for games in which they were available for. In some situations Managers have may not be able to schedule a Player due to the overall limited availability of the entire team. Management and Owners are ineligible to submit a Player for removal whom misses a game(s) that the Player did not post availability for. The only exception is the situation where a Player does not submit availability at all or the player submits less than the required four games a week availability. Players or goalies whom are scheduled for a game on their current roster are ineligible to be scheduled/play as an emergency call up (ECU) for their affiliate team. The only exception is in the situation where the GM whom scheduled the Player releases the Player to be used as an ECU. For weeks that have more than nine games a week, the team's Manager may schedule as they deem fit, with in the regulations posted above. Each Player and goalie MUST still be scheduled for their three games a week, but each Player is eligible to play up to four games if necessary. Goalies in weeks with more than nine games are eligible to play a maximum of seven games. Section Two : Scheduling Break Down The LGHL has a series of set game times and a set scheduled to ensure the community can have a consistent schedule season to season. 2.1 : NHL and AHL Schedule The LGHL and LGAHL both play an eighty-two game schedule that spans over nine weeks. 2.2 : Game Times The LGHL Times : Sunday 9 Pm Sunday 10 Pm Monday 9 Pm Monday 10 Pm Monday 11 PM Tuesday 9 PM Tuesday 10 Pm Tuesday 11 Pm Wednesday 9 Pm Wednesday 10 Pm The LGAHL Times : Sunday 9:30 Pm Sunday 10:30 Pm Monday 8:30 PM Monday 9:30 Pm Monday 10:30 Pm Tuesday 8:30 Pm Tuesday 9:30 Pm Tuesday 10:30 Pm Wednesday 9:30 Pm Wednesday 10:30 Pm Both the NHL and AHL have ten time slots per week. Teams will ONLY be scheduled for ALL ten time slots ONCE PER SEASON. The other eight weeks of the season teams are required to participate in nine of the ten slots. The schedule and game times are predetermined prior to the season's start. *For both leagues, all times Eastern, accounting for Daylight Savings Time when applicable. 2.3 : Holiday Game Schedule In situations where League games are scheduled on a holiday, the league will try their best to reschedule the entire league's games to avoid playing on holidays such as : Christmas, Christmas Eve New Years Eve, New Years Day Canada Day, 4th Of July Thanksgiving(Canadian and American) Section Three : Game Night Procedures On Sunday through Thursday, there are set procedures and guidelines outlined by the League to ensure League games are completed on time, start on time, and that if any unforeseen issue occurs, it can be addressed by the Managers quickly and effectively. 3.1 : Game Night Session Set Up From the EASHL screen, the club challenge option shall be utilized. The home team is responsible for contacting their opponent to get the name of the club in which the opponent will be using for the scheduled league game. If there is an issues with club challenge, the PIN System maybe utilized as well for official League Games. 3.2 : Game Night Timeline Official Game Time The Home Team's MOC will send a game invite to the away team's MOC. If an additional five minutes is required both teams can inform each other of that requirement via PM, Private chat or Xbox Live Message. NHL Official Game Times : 9,10,11 PM EST AHL Official Game Times : 8:30,9:30,10:30 PM EST Five Minutes Past the Official Game Time The home team's MOC will send the official club challenge no later than this time UNLESS additional time has been required. If the club challenge has been sent, and the timer in the club challenge window expires(granted extra time has yet to be requested) a forfeit can be claimed at this time. 3.3 : Additional Time Additional time is requested for players whom are experience any connection issue, or any last minute lag out, disconnection, power failure, or any other unforeseen issues that may have prevented that player from being able to join the game session during the allotted time listed above. Additional time can be requested: Prior to or up to the "five minutes past the official game time" (both home and away team) During the five minute window whereby the home team has sent the club challenge (If the away team has a player lose connection trying to join the challenge DR) During the five minute window whereby the home team has sent the club challenge and one of their players loses connection. (Home team waiting in the game session) Any time a player lags out during the game, in-between periods or right before the opening face-off. (both home and away teams) The home team may also request additional time if one of their players is experiencing an issue right at the time in which the club challenge is being sent. Additional time is added onto the "five minutes past official game time" making the latest a game can begin +10 minutes past official game time. If a player loses connection, or has an issue right as the game invite is sent, additional can be granted there EVEN IN situations where the game has started at the +10 minute past official game time. Additional time is considered a maximum of five additional minutes. 3.4 : Hosting Not applicable for NHL 18 Club Challenge. 3.5 : Inputting Stats LG has introduced the full automatic stats API. Click HERE to reference "how to" do stats. Please be sure to reference the post above to be able to fully utilize the Stats API. 3.5.1. Responsibility The team managers are responsible for ensuring the stats are entered on time. Stats are considered "late" if not entered within 24 hours AFTER the game's completed. 3.5.2 : Deadline The deadline for pictures to be uploaded are twenty-four hours after the original game time. 3.5.3 : Inputting Options There are two options for stat input: Stats API OCR Both the API and OCR are access by players or managers via the "My LG" tab (in your league forums) then by selecting "input score". The stats API system is the recommended way for stat entry. Games that have lag outs CAN be entered via the API, but pictures SHALL be taken as a back up to the API system. 3.5.4 : Required Stats and Pictures (OCR) There are certain pictures, six total, that are required to be uploaded after each game. Game stats Box Score Winning team's Player stats (all six Players, all stats listed) Losing team's Player stats (all six Players, all stats listed) Player states are required to be sorted by minutes to ensure all human control players are listed at the top of the screen shot. Recommended Best Practice (Managers) : It is strongly recommended that a screen shot of the players listed in the lobby prior to a forfeit be taken to ensure an illegal substitution of players does not occur. 3.5.5 : Forfeit Games Stats Use the "forfeit" button located in the API for forfeit games. In the situation where a team quits out of a game and does not return, or when a game results in a forfeit after the game has started, the current game stats are to be input into the system. The game is NOT to be entered as a 1-0 forfeit win. 3.5.6 : Computer Stats In any situation where a CPU Player scores a goal(s), that goal(s) is to be added to the game stats. 3.5.7 : Lag Out Stats In the situation where a lag out occurs, resulting in a game being restarted, both teams are required to gather all six of the required stat pictures from above. The team that wins will then be the team required to upload all the photos from the game or utilize the API system. 3.5.8 : Player Replaced Mid Game In the situation where a player lags out and can not return to the game, the ECU MUST be listed in the same game at the same position. DO NOT SUB a roster player whom lags out mid game(or lags out anytime after the opening face-off) with another roster player! Section Four : Disconnection Procedure 4.1 : A Player Loses Connection This sections outlines what is to occur when a single Player loses connection during a game, or prior to a game starting. 4.1.1 : Player Loses Connection Prior to the Game's Start If a Player loses connection before the game starts, that Player is given a maximum of ten minutes to reconnect and join the game session. During that allotted time, the team who had the Player lag out has the option to replace that Player with an ECU. If that decision is made, the Player whom lost connection is ineligible to return for play. The game will count as a game played/scheduled for the original roster Player as well as an ECU game for the replacement Player. Recommended Best Practice : Follow the process outlined for addition time in Section 3.3 4.1.2 : Player Loses Connection On the Opening Face Off If any Player drops prior to or during the first face off of a game, the game is to be stopped and all Players are to back out of the game. The game will then be restarted. There is no penalty for either team. Recommended Best Practice : Restart the game asap so that the game can start as close to on time as possible. 4.1.3 : Player Loses Connection During a Game If any single skater loses connection after the opening face off of a game, that team will play without that Player until the next intermission. The team will be charged with a lag-out penalty. This penalty restitution must be applied immediately upon re-start. The Player who lost connection must take the lag-out penalty, not a Player the team chooses. If a Player loses connection during an intermission, the game is to be restarted right away. A lag-out penalty is to be applied upon the game resuming. Recommended Best Practice : This is where having an ECU on call can be helpful. If your player can not return, it can result in a forfeit. Therefore the best option is always have an ECU ready to fill in 4.1.4 : Unable to Return If for any reason a Player is unable to connect in order to finish a game, that Player must be replaced with an ECU, not another roster Player. The game will register as both a game played the Player whom lost connection, as well as the ECU replacement. All stats are to be recorded for both players. The player who lost connection is to be marked down as "DNS" in the stats. Reference Section 3.5.7 in regards to correct procedures for stat input in situations where players lag out and do not return. 4.2 : Goalie or Multiple Player Disconnections This section outlines what is to occur in situations where a goalie or multiple players lag out at the same time. 4.2.1. : Goalie Disconnections If the goaltender for either team loses connection, the game will be played right up until the next whistle. All plays up until the next whistle will count. Once the play stops, the game is to be paused, pictures are to be taken, and all Players are to leave the game. Upon restart, both teams are to proceed to their ends of the ice and wait until the clock reaches the time in which the game is to resume. Once the time is reached, the team whose goaltender lost connection is to take a delay of game penalty by having the goaltender skate into the restricted area with the puck, any other necessary penalties are to be applied, then the game is to resume. Recommended Best Practice : Remind your players that game continues until the next whistle. Any back outs before the next whistle will result in additional lag out penalties to be taken. 4.2.2 : Multiply Player Disconnections If any combination of two Players or more lose connection during the game after the puck is dropped to start a period, the game is to be played out until the next whistle. All plays up until the next whistle will count. Once the play stops, the game is to be paused, pictures are to be taken, and all Players are to leave the game. If an equal number of players on each team lose connection, their lag-out penalties cancel out. If 2+ players lag out on only one team, those players must all take lag-out penalties upon re-start. 4.3 : Restitution Penalties Restitution penalties are taken once a game restarts after a disconnection. In order to take the penalty quickly and effectively, the team required to take the penalty is to be allowed to win the face off. Once they win the face off, the team is to give the puck to their Player who is required to take the penalty. Once that Player has possession of the puck, the Player is to skate into their own end and flip-dump the puck over the glass, creating a delay of game penalty. This is to be repeated in situations where multiple penalties are required. Recommended Best Practice : The team that needs to take the penalty should be allowed to win the draw. Then the puck should be given to the player who is required to take the penalty. Once that player has possession, a delay of game penalty is the quickest and more effective penalty to take. 4.4 : Coincidental Penalties In situations where both teams have an equal amount of penalties, both teams are not required to take restitution penalties. Recommended Best Practice : Common sense states that if both teams are to take an equal amount of lag out penalties, then no penalties are required to be taken by either team. This will allow for the game to be played more effectively. 4.5 : Restarting Process After a disconnection occurs, and a restart is required. 4.6 : Additional Information In the situation where a goalie lag out or a multiple Player lag out occurs during a power play, once the game is restarted, the original power play must be honored. Once the clock reach the time that was remain in the original penalty, then the additional restitution penalty can be taken. Section Five : Replays, Reschedules and Forfeits This section covers the rules and restrictions that apply to games being replayed, rescheduled, or resulting in a forfeit. 5.1 : Replays In the situation where a complaint is filed and the League's BOG determine an infraction occurred that directly affected the result of the game, a replay may be ordered. Also in situations where teams intentionally play in a different manner in order to change the outcome of the game, the League reserves the right to remove those Players from the League and have the game replayed. Recommended Best Practice : Request can be via the action center for a replay. 5.2 : Reschedules In situations where both team are having connection issues, the MOCs from both teams can file a formal reschedule request in the action center or via PM. Both teams need to be aware that official reschedules are hosted within the same week of play, on Thursdays! Therefore if an agreement to reschedule cannot be agreed on, the BOG will move the game to a time slot on Thursday of the BOG's choice. Also in situations where major server issues, either with EA, Xbox or PSN, the league reserves the right to reschedule League games. 5.2.1 Reschedule Restrictions Due to the strict scheduling and playing rules outlined in this Article, the ORIGINAL roster scheduled for the ORIGINAL game prior to the reschedule is required to be scheduled for the reschedule game. If one or more of the original players can not attend the reschedule game, regardless of reason, an ECU is required to be used OR a player who did not play their maximum game allotment during that week. 5.3 : Forfeits 5.3.1 : Forfeit Procedures Forfeits can ONLY taken in the following situations during : Prior to the game start, one of the team informs their opponent that they are unable to get six skaters. After the "five minutes past official game start time", the team who has their complete six skaters is eligible to take a forfeit if the other team does not have six skaters and did not request additional time. *If this is the home team, it would be after the game invite expires* ** If this is the away team, it would be if no game invite has been sent by the "five minutes after official game time** In both situations, additional time was not requested. After the additional time request has expires, if the team who made the request can not get six skaters still, a forfeit can be take. Forfeits are not eligible to be taken in the following situations; 1) if additional time has NOT been requested and the team eligible to take a forfeit does not take it right away(+6 minutes pass official game time) 1) if additional IS requested, and expires and the team eligible to take it doesn't take it right away(+11 minutes past official game time). If a gentlemen's agreement is reached, a forfeit cannot be claimed any sooner than +16 minutes past official game time. Also forfeit cannot be claimed any later than +16 minutes after official game if a gentlemen's agree is made. Any forfeit claimed beyond +16 minute mark (if a gentlemen's agreement is made) beyond +11 minute mark (no gentlemen's agreement made) or beyond +6 minute mark (no additional time requested) is deemed INVALID and will result in a rescheduled game. In the situation where ANY OF THE ABOVE CRITERIA IS MET BUT THE GAME IS STILL PLAYED, TEAMS ARE NOT ELIGIBLE TO CLAIM A FORFEIT SINCE THE GAME WAS PLAYED! 5.3.2 : Forfeit Restrictions Line-up are now locked at official game time if the game is not played and a forfeit occurs. In the situation where a forfeit is taken, or granted, whatever line up that was listed at official game time is the line up that is locked into said forfeit game. 5.3.3 : Gentlemen's Agreement Two teams are ELIGIBLE, but NOT REQUIRED TO, enter into an agreement that will allow a game to begin later than the standard game times listed (Official Game Time - Five Minute Past Official Game Time - Ten Minutes Past *Additional Time*) The team that is running late requiring this agreement in order to make the game, is required to start the period SHORT HANDED (5-4) as a punishment for not being on time! Currently based on our additional time rule, a forfeit can ONLY be taken at +6 minutes past official game time IF additional time is NOT requested OR +11 minutes past official game time IF additional time IS requested. Entering a gentlemen's agreement will add an additional five minutes to the "additional time" rule making the official time to accept a forfeit +16 minutes past official game time. A gentlemen's agreement is ONLY an additional five minutes. Team's who enter an agreement BUT DO NOT claim a forfeit at exactly +16 minutes past official game time will NOT be eligible to take a forfeit. Section Six : Tie Breakers In situations where teams are tied with the same amount of points in a season, the LG Standings system will abide by the following set of criteria to break the tie. Tie Breakers In Order of Determination: Fewer number of games played Greater number of games won Greater number of points between the tied teams (head to head) Greater positive goal differential between goals for and goals against from the entire season.